**REQUIRES SYNTH LORE TEAM APPROVAL!!!** If accepted, all added blurbs
are placeholders that can be altered as the synth lore team sees fit.
The reasoning regarding this PR is that I think the current in-game
information around Orepit and the available listed options for
citizenship are too confusing for anyone who may be interested in the
origins; humans can either choose Coalition of Colonies or no
citizenship, despite implied statelessness for humans being confusing
for anyone who might read their card or records and Orepit not being
integrated with the broader Coalition. This makes Orepit a separate and
unique citizenship in a similar vein to the format for the Free Tajaran
Council or Elyran Non-citizen Persons. The included important
information blurbs are for clarity of lore developments regarding the
Open Doors memorandum and megacorporate hiring standards for Trinarists.
I understand that I was told by NM that plans will be in the works for
Orepit after the Golden Deep arc and hope this isn't seen as
overstepping or a stopgap measure.

For humans

For IPCs

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
Adds two new Dionae origins for the Viridis, reflecting the recent lore
changes for Hegemony Dionae. The Viridis noble origin comes with a new
accent, Gardensong.
Allows Dionae to be Hegemony consulars as noble Dionae now exist. Also
allows Dionae to take Sinta'Unathi to represent their greater levels of
integration into the Hegemony.
🚨 BREAKING NEWS: Our favorite dystopian frogs just got a little
less...Chinese? Down with the Social Score Order, up with the new Social
Compatability Index hyper federalist world.
: )
Also this is a Cerriq Koh memorial pull request.
---------
Signed-off-by: Warbidon <42331812+Warbidon@users.noreply.github.com>
Co-authored-by: Ben <91219575+Ben10083@users.noreply.github.com>
Vaurca consulars of all available citizenships (Zo'ra, C'thur, K'lax,
Biesel, Federation, Hegemony) now consistently spawn with a thermic
blaster on their belt slot, and no other guns.
Makes Skrellian Nralakk Federation consulars spawn with a box of psionic
receivers, with the idea that they can advocate for their installation
into crew for ease of work in and with the Federation. Has the okay from
Skrell lore.
It is now fairly simple to add your own aide to any job. The code has
been made more modular, cleaner, and overall easier to work with.
Added a corporate aide role for representatives. Live out your
privileged wage slave dream.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
This resolves every issue I could eyeball with Vaurca Attendants.
Added to every ghostrole where they're appropriate, mostly wherever
warriors are. Included as non-combatants in the TCAF ghostspawn.
Added to every list for species-specific loadout items and augments, so
they should be able to select them now.
Added to every job blacklist warriors were already on, most notably so
you can't join as a consular officer or corporate representative.
Accounts for attendants with a lot of admin outfits and ERT spawns.
Resolves https://github.com/Aurorastation/Aurora.3/issues/19974
Adds hive flag shrouds for all three hives, as well as recolorable
clothing, cape accessories for C'thur and K'lax, and probably more!
Credits to anthony.albanese on Discord for the C'thur flag shroud and
the C'thur, LLC cape accessory. The other sprites were done by me.

Sorts the various .TXTs of the game (currently so far the lore radio
stations as well as the "verse books" (Biesel constitution, religious
scriptures, etc)) to a master `texts` file in Aurora's root directory.
Should help with config issues as well as consolidate all the texts in
one place, especially for use in future endeavors where bits of text
like these need to be made.
Should theoretically fix#19060. If it doesn't then, well, I'm stumped.
This pr adds some lore radio stations to Tau Ceti.
TODO:
- [x] get all the stuff the lore team wrote
---------
Signed-off-by: Alberyk <Alberyk@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Variables for Tau Ceti sector adjusted in preparation for the Port of
Call map. No major changes, just has the code ready for the map.
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Adds three additional radio stations to Tau Ceti.
- 87.5 Mendell City Bugle is a news station bringing the latest
happenings across the city.
- 90.7 Hi-Fi Sports broadcasts an American football game as it happens,
as well as a basketball game written by Desven.
- 93.1 Phoenix FM is a generic talk/music variety station.
I'm aware Alberyk has a PR #18963 up for stations as well. These should
mesh together alright.
Adds two new origin traits - small pain resistance and a minor stamina
increase. Currently Unathi from the Tza Prairie have the stamina boost
and Unathi from the Zazalai Mountains have the pain reduction.
Also adds drug & alcohol resistance to Crevan Tajara.
Fixeeeeees...
* Fixes#17501
* Fixes#15349
* Fixes#18772
* Fixes#15125
* Various incorrect usages of the demonym of Medina (they've been
changed to "Madani")
* Half-fixes #18878. The flak/plates/helmet are all added to the crates,
but I couldn't fix the non-existent wear sprites.
Origin traits, as well as species natural armor, will correctly remove
themselves when culture/origin/species is changed.
Vaurca primary language processors (K'lax Sinta'Unathi and C'thur
Nral'malic) are now culture traits rather than loadout items. This means
that they can be added/removed from ghostroles automatically without
having to copypaste the same code 200 times.
Secondary language processors (Sinta'Azaziba, Freespeak, Tradeband) have
stayed as loadout items as some of them do not have distinct cultures or
origins they can be added to.
* Port of Call Template Flag
* oops
* bitflags
* bitflags but frfr
* I give up + fix
* bitflags again again
* Port of Call Day changes
* remove Horizon check
* small thing :)
* check day directly now
* new proc to check port of call, and possible fix
* Requested Changes
* requested gem changes
* gem gaming
* gemmmmmmmmmmmmmmmmmmmmmmmmmmm
---------
Co-authored-by: Benedict <Ben10083@users.noreply.github.com>
* Re-adds the message of the day.
* Re-adds the MOTD and adds mechanical support for ports of call.
* sddsds
* Destroy it all!
* incorrect info
* grammar and shit
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* radio stuff
* loads of code
* more news
* mor eradio stuff
* final fixes
* radio
* Lore Radio Tweaks (#32)
* adds geeves
* matt request
---------
Co-authored-by: Geeves <ggrobler447@gmail.com>